zroc
Member
I know what I'm about to ask may seem a little off the edge, but I have not used UCC Items before as I have my own inventory system that is just a little too extensive for my current project. So I wanted to see about incorporating UCC Items into this project. I have been reading the items and item set manager docs pages, but from what I've seen in the demos as well as the docs it looks like everything is a one-to-one relationship.
Is it possible to have the same category of weapons (swords, shields, etc..) using the same itemdefination itemtype?
I have a wide variety of melee weapons that have been configured as pun runtime items and pickups. I initially configured each respective item to the itemdef of it's category, swords to the sword, knives/daggers to the knives, etc... But in doing so, it didn't matter which item the character picked up, as the very first item of that itemdef itemtype was rendered on pickup as well as drop. So I had to create separate itemdef itemtypes for each which that rendered the correct item/weapon. Oddly enough, in doing this I got an unexpected result I didn't want and that was the character can pickup any item of the same even if he's already carrying it. For example let's same there are 3 different swords and he's carrying sword 1, he can pickup up sword 2 and 3 while carrying sword 1. Same for shield, etc.. Additionally, without having to create a massive list of itemsets, I tried to configure the pickups with the specific itemset(s) to add to the character at pickup, but that does not seem to be working. So had to create a huge list of itemsets on the character specific to each new itemdef itemtype, for each, so forth...
Perhaps if you could briefly detail a response in the initial set up for two swords as an example?
[EDIT]:Got it. I'm an idiot.. lol. However, still have question about the bow and different arrows?
Thank you!
Is it possible to have the same category of weapons (swords, shields, etc..) using the same itemdefination itemtype?
I have a wide variety of melee weapons that have been configured as pun runtime items and pickups. I initially configured each respective item to the itemdef of it's category, swords to the sword, knives/daggers to the knives, etc... But in doing so, it didn't matter which item the character picked up, as the very first item of that itemdef itemtype was rendered on pickup as well as drop. So I had to create separate itemdef itemtypes for each which that rendered the correct item/weapon. Oddly enough, in doing this I got an unexpected result I didn't want and that was the character can pickup any item of the same even if he's already carrying it. For example let's same there are 3 different swords and he's carrying sword 1, he can pickup up sword 2 and 3 while carrying sword 1. Same for shield, etc.. Additionally, without having to create a massive list of itemsets, I tried to configure the pickups with the specific itemset(s) to add to the character at pickup, but that does not seem to be working. So had to create a huge list of itemsets on the character specific to each new itemdef itemtype, for each, so forth...
Perhaps if you could briefly detail a response in the initial set up for two swords as an example?
[EDIT]:
Thank you!
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